I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself(adding weapons means you need X amount of bigger crew and so on) so there actually is something to gain if you do not fit some module to the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
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#8HNikolas
Posted 09 April 2012 - 10:39 AM
I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself(adding weapons means you need X amount of bigger crew and so on) so there actually is something to gain if you do not fit some module to the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
// Looked at the image you posted - that looks like fun!
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
// Looked at the image you posted - that looks like fun!
#7HNikolas
Posted 09 April 2012 - 10:39 AM
I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself(adding weapons means you need X amount of bigger crew and so on) so there actually is something to gain if you do not fit some module to the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
// Looked at the image you posted - that looks cool!
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
// Looked at the image you posted - that looks cool!
#6HNikolas
Posted 09 April 2012 - 10:37 AM
I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself(adding weapons means you need X amount of bigger crew and so on) so there actually is something to gain if you do not fit some module to the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
#5HNikolas
Posted 09 April 2012 - 10:37 AM
I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself(adding weapons means you need X amount of bigger crew and so on) so there actually is something to gain if you do not fit some module in the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
#4HNikolas
Posted 09 April 2012 - 10:36 AM
I guess it really comes down to how complicated you want the fitting to be. I usually prefer complicated gameplay and thats why probably my suggestions are complicated. As for using all the slots or not: each module could also have a drawback, the main one could be added mass to ship and the secondary could be something related to the module itself so there actually is something to gain if you do not fit some module in the ship.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.
As for the energy, there could be different rails of energy available to module slot types. For example, big rails with a lot of energy to electronics and auxillary systems and little to none to armor.
I can brainstorm long walls of text on the topic, but not sure how well it all fits to 4X and the game you are designing.